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Storyboarding Branched Scenarios - ThinkingKap
Storyboarding Branched Scenarios - ThinkingKap
This is something I've struggled with--a good method for storyboarding branching scenarios. I've used several different Word and PowerPoint templates in the past, none of which have quite worked the way I wanted. I can write the branching in a linear document without much trouble (I once drafted one longhand in a notebook), but it makes my SMEs brains explode to try to follow them. I've seen recommendations for Twine in the past, and this explains in more detail how it works as a storyboarding tool.
·thinkingkaplearning.com·
Storyboarding Branched Scenarios - ThinkingKap
Stephen's Web ~ Managing the Complexity of Branching Scenarios ~ Stephen Downes
Stephen's Web ~ Managing the Complexity of Branching Scenarios ~ Stephen Downes
Stephen Downes comments in response to my post on managing the complexity of scenarios that merging paths makes it "more like a narration and less like a game." Is it bad for stories for learning and with specific learning objectives to be a bit more like a narration? Perhaps that's a feature, not a bug. Also, most video games do this to some extent. Mass Effect does not have 27 different endings, for example.
Twine (and similar systems) allow paths to merge, reducing the number of possibilities, but at the cost of making the scenario more like a narration and less like a game. 
·downes.ca·
Stephen's Web ~ Managing the Complexity of Branching Scenarios ~ Stephen Downes
Celestory - Create your customized training
Celestory - Create your customized training
Tool for creating branching scenario training or interactive games. I haven't tried this yet, but there's a free version that would be enough to test it out. The tool collects data on user behavior. The website says it's using AI to analyze behavior, but it's not quite clear exactly what that AI is doing.
·celestory.io·
Celestory - Create your customized training
An H5P Branching Scenario That Might Break the Boat – CogDogBlog
An H5P Branching Scenario That Might Break the Boat – CogDogBlog
Alan Levine built this very complex branching scenario in H5P and Pressbooks. This includes some scenario images and descriptions, plus a separate tracker where you have to fill out forms with info and keep track of finances and other notes. Alan's blog post explains how he built the random events (which were originally a card draw in the physical version).
·cogdogblog.com·
An H5P Branching Scenario That Might Break the Boat – CogDogBlog
Decisions, Decisions! – Engage Brain and Train!
Decisions, Decisions! – Engage Brain and Train!
A humorous Choose Your Own Adventure branching scenario sample by Jonathan Hill. The look and feel matches the classic books. Jonathan includes a tip to consider adding decisions in the beginning that have no impact on the outcome (just a cosmetic change), but provide a tutorial or practice on using the controls.
·engagebraintrain.com·
Decisions, Decisions! – Engage Brain and Train!
Opinion | Your Friend Doesn’t Want the Vaccine. What Do You Say? - The New York Times
Opinion | Your Friend Doesn’t Want the Vaccine. What Do You Say? - The New York Times
This is an example of a chatbot simulation to teach people how to persuade people to get vaccinated using motivational interviewing techniques. This includes immediate feedback after each choice, right or wrong (appropriate for an audience with zero background in motivational interviewing, even if it breaks up the conversation). The branching structure is a simple gauntlet. After each wrong choice, you get feedback and then are forced to pick the correct choice to continue the conversation.
·nytimes.com·
Opinion | Your Friend Doesn’t Want the Vaccine. What Do You Say? - The New York Times
Survive an Earthquake - INSTRUCTIONAL DESIGN BY TRACY CARROLL
Survive an Earthquake - INSTRUCTIONAL DESIGN BY TRACY CARROLL
In this sample, Tracy used Storyline to simulate the look and feel of BranchTrack. The choices are styled with numbers and text like BranchTrack, and the push transition between slides mimics the effect between choices. If you don't have BranchTrack but like that style, this shows how you can accomplish the same effect in Storyline. This could be used for a lot of branching scenarios or short sims.
·tracycarroll.net·
Survive an Earthquake - INSTRUCTIONAL DESIGN BY TRACY CARROLL
Using Twine for Classroom Engagement - ACTion
Using Twine for Classroom Engagement - ACTion
This is a summary of a project at the University of Toronto using Twine to create an educational game, plus an overview of Twine.
Although Twine is a tool for creating “games”, this project goes beyond games and gamification to think creatively about how the functions of Twine can be used to create activities that allow students to more directly engage with learning content in a hands-on experiential format that may not be possible in a traditional classroom learning space.
·action.act.utoronto.ca·
Using Twine for Classroom Engagement - ACTion
Create a Branching Scenario in 7 Steps – jamie billingham
Create a Branching Scenario in 7 Steps – jamie billingham
Jamie Billingham explains his process for creating a branching scenario. He plans the structure in a mind mapping tool called Plectica and uses tables to organize content. The final product was built in Storyline. This process is a little different than mine, and it's interesting to see someone else walk through their steps.
·jamiebillingham.com·
Create a Branching Scenario in 7 Steps – jamie billingham
Does writing style change how learners perceive choices in a branched scenario? – Learningworld Design
Does writing style change how learners perceive choices in a branched scenario? – Learningworld Design
Description of PhD research on how the writing style of choices in a branching scenario affected which options learners chose and how they thought about those options. This is a small sample size, but still interesting results in favor of using dialog for branching scenario choices.
Finally, version with dialogue-based choices (see screenshot above) was perceived as more personal and engaging, “lively” and helpful for making a selection (“made me feel like I was talking out loud in my head”).
The findings from this pilot questionnaire seem to indicate that providing framing in the options themselves has more effect on the learner than providing it in an introductory text.
Additionally, options written as dialogue were experienced as more personal and elicited higher emotional reactions of the learner towards the characters. This may be of use in courses about soft skills.
·learningworlddesign.co.nz·
Does writing style change how learners perceive choices in a branched scenario? – Learningworld Design
Write better elearning scenarios: active or descriptive choices – Learningworld Design
Write better elearning scenarios: active or descriptive choices – Learningworld Design
In branching scenarios, descriptive choices "You tell him he is right" feel very different than active choices ""You're right!" I agree with the author that there are no hard and fast rules in branching scenarios; there are times that both can be used effectively.
The most important aspect of branching scenarios and interactive stories are the choices presented to the player/learner. Choices are what make interactive stories different from other creative writing outputs such as novels, plays and movies.
Choices can feel totally different to a player depending on how they are written, even if they seem to have the same outcome.
·learningworlddesign.co.nz·
Write better elearning scenarios: active or descriptive choices – Learningworld Design
How to Create Branching Scenarios (5 Instructional Design Tips) — The Interactive Story
How to Create Branching Scenarios (5 Instructional Design Tips) — The Interactive Story
Kimberly Goh shares tips on branching scenario structure, comparing the time cave vs. branch and bottleneck structure. She recommends skipping both of those and using a gauntlet structure, which she calls a "mastery loop." This is her "optimized branching structure." She builds on to it a little more by showing more consequences for bad choices, but it's still ultimately a friendly gauntlet that always forces you back to the right path. I'm part of the "some people" who often discourage the limited gauntlet structure; I don't think this is a true branching scenario. But, it is an interactive story.
<p class="" style="white-space:pre-wrap;">In a Mastery Loop, every time you make a poor decision, you see the poor consequence play out, then you automatically get to make the decision again. Once you make the right decision, the story continues. There’s really only one way to get to the ending, and it’s always the best ending.</p><p class="" style="white-space:pre-wrap;">Some people discourage the use of Mastery Loops because they feel it’s overly controlling to “force” people to eventually choose the right path.&nbsp;</p><p class="" style="white-space:pre-wrap;">But if your business problem is relatively simple, and doesn’t require a lot of nuanced decisions, a Mastery Loop might be the best format to use.&nbsp;</p>
·theinteractivestory.com·
How to Create Branching Scenarios (5 Instructional Design Tips) — The Interactive Story
GuidedTrack – Home
GuidedTrack – Home
A no code tool for building web apps and interactive surveys. I haven't tried it yet, but it looks like you could use this for building branching scenarios. In the info for educators, it says you can make CYOA lessons that adapt content and grade automatically. You can start with a free plan to try it out.
·guidedtrack.com·
GuidedTrack – Home